godot/scene/3d/physics/rigid_body_3d.cpp

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/*  rigid_body_3d.cpp                                                     */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "rigid_body_3d.h"

void RigidBody3D::_body_enter_tree(ObjectID p_id) {}

void RigidBody3D::_body_exit_tree(ObjectID p_id) {}

void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {}

struct _RigidBodyInOut {};

void RigidBody3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) {}

void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {}

void RigidBody3D::_notification(int p_what) {}

void RigidBody3D::_apply_body_mode() {}

void RigidBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {}

bool RigidBody3D::is_lock_rotation_enabled() const {}

void RigidBody3D::set_freeze_enabled(bool p_freeze) {}

bool RigidBody3D::is_freeze_enabled() const {}

void RigidBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {}

RigidBody3D::FreezeMode RigidBody3D::get_freeze_mode() const {}

void RigidBody3D::set_mass(real_t p_mass) {}

real_t RigidBody3D::get_mass() const {}

void RigidBody3D::set_inertia(const Vector3 &p_inertia) {}

const Vector3 &RigidBody3D::get_inertia() const {}

void RigidBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {}

RigidBody3D::CenterOfMassMode RigidBody3D::get_center_of_mass_mode() const {}

void RigidBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {}

const Vector3 &RigidBody3D::get_center_of_mass() const {}

void RigidBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {}

Ref<PhysicsMaterial> RigidBody3D::get_physics_material_override() const {}

void RigidBody3D::set_gravity_scale(real_t p_gravity_scale) {}

real_t RigidBody3D::get_gravity_scale() const {}

void RigidBody3D::set_linear_damp_mode(DampMode p_mode) {}

RigidBody3D::DampMode RigidBody3D::get_linear_damp_mode() const {}

void RigidBody3D::set_angular_damp_mode(DampMode p_mode) {}

RigidBody3D::DampMode RigidBody3D::get_angular_damp_mode() const {}

void RigidBody3D::set_linear_damp(real_t p_linear_damp) {}

real_t RigidBody3D::get_linear_damp() const {}

void RigidBody3D::set_angular_damp(real_t p_angular_damp) {}

real_t RigidBody3D::get_angular_damp() const {}

void RigidBody3D::set_axis_velocity(const Vector3 &p_axis) {}

void RigidBody3D::set_linear_velocity(const Vector3 &p_velocity) {}

Vector3 RigidBody3D::get_linear_velocity() const {}

void RigidBody3D::set_angular_velocity(const Vector3 &p_velocity) {}

Vector3 RigidBody3D::get_angular_velocity() const {}

Basis RigidBody3D::get_inverse_inertia_tensor() const {}

void RigidBody3D::set_use_custom_integrator(bool p_enable) {}

bool RigidBody3D::is_using_custom_integrator() {}

void RigidBody3D::set_sleeping(bool p_sleeping) {}

void RigidBody3D::set_can_sleep(bool p_active) {}

bool RigidBody3D::is_able_to_sleep() const {}

bool RigidBody3D::is_sleeping() const {}

void RigidBody3D::set_max_contacts_reported(int p_amount) {}

int RigidBody3D::get_max_contacts_reported() const {}

int RigidBody3D::get_contact_count() const {}

void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) {}

void RigidBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {}

void RigidBody3D::apply_torque_impulse(const Vector3 &p_impulse) {}

void RigidBody3D::apply_central_force(const Vector3 &p_force) {}

void RigidBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {}

void RigidBody3D::apply_torque(const Vector3 &p_torque) {}

void RigidBody3D::add_constant_central_force(const Vector3 &p_force) {}

void RigidBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {}

void RigidBody3D::add_constant_torque(const Vector3 &p_torque) {}

void RigidBody3D::set_constant_force(const Vector3 &p_force) {}

Vector3 RigidBody3D::get_constant_force() const {}

void RigidBody3D::set_constant_torque(const Vector3 &p_torque) {}

Vector3 RigidBody3D::get_constant_torque() const {}

void RigidBody3D::set_use_continuous_collision_detection(bool p_enable) {}

bool RigidBody3D::is_using_continuous_collision_detection() const {}

void RigidBody3D::set_contact_monitor(bool p_enabled) {}

bool RigidBody3D::is_contact_monitor_enabled() const {}

TypedArray<Node3D> RigidBody3D::get_colliding_bodies() const {}

void RigidBody3D::_reload_physics_characteristics() {}

PackedStringArray RigidBody3D::get_configuration_warnings() const {}

void RigidBody3D::_bind_methods() {}

void RigidBody3D::_validate_property(PropertyInfo &p_property) const {}

RigidBody3D::RigidBody3D() :{}

RigidBody3D::~RigidBody3D() {}